DooM Bear Posted July 6, 2020 Hey there all :-) Firstly, apologies in advance if this has been asked and answered before (I’m almost certain that it would have been as seems like such an obvious “fix”) and if so, please feel free to link me to the thread! Anyways, I’ve finished DooM 2 UV - fast over and over and have decided the Icon of Sin really, really needs to be a little more challenging as it is just such a let down! Do any of you know if it is possible / how to make the Icon of Sin spawn all monsters (I.e. include zombie men, shot gunners, chaingunners but most importantly cyber demon and spider masterminds :-D)? I reckon a Icon with hit scanners and cyber demons everywhere would make a much more fitting ending! Should also add, I don’t have any previous experience in modding or much coding, etc. so sorry if this is a stupid question :-P Thanks regardless! DooM Bear 0 Quote Share this post Link to post
Grazza Posted July 6, 2020 (edited) I believe the monsters it can spawn (and probabilities of each) are hard-coded, but there's nothing stopping you changing (with, e.g., dehacked) the properties of the monsters that occupy each of those slots (e.g., it is actually a mancubus, but it looks and behaves like a cyberdemon). This will affect all maps in your wad, of course. If you want to see what this is like without making it from scratch yourself, try Chill Pill. Note the effect this has on, say, Map07 too. Note: cyberdemons made in this way will not be immune to splash damage (including their own) and will not roar loud, as they will lack the "boss" attribute. Edited July 6, 2020 by Grazza 0 Quote Share this post Link to post
Gez Posted July 6, 2020 With ZDoom it's relatively simple to change the list of monsters spawned by a boss shooter. https://zdoom.org/wiki/Classes:BossEye 0 Quote Share this post Link to post
DooM Bear Posted July 7, 2020 Thanks for the replies! 21 hours ago, Grazza said: I believe the monsters it can spawn (and probabilities of each) are hard-coded, but there's nothing stopping you changing (with, e.g., dehacked) the properties of the monsters that occupy each of those slots (e.g., it is actually a mancubus, but it looks and behaves like a cyberdemon). This will affect all maps in your wad, of course. If you want to see what this is like without making it from scratch yourself, try Chill Pill. Note the effect this has on, say, Map07 too. Note: cyberdemons made in this way will not be immune to splash damage (including their own) and will not roar loud, as they will lack the "boss" attribute. Thanks Grazza!!! Will definitely check out Chill Pill as am always looking for cool WAD’s and might try this method if all else fails :-) That said, if possible, I’m hoping to keep the level completely stock standard just with the “spawn roster” including the additional monsters :-) I realise I might need to play with some additional things that I’m not even aware of to make this work (I.e. probably will need to change the probability of each monster type being spawned as don’t want cyber demons spawning in place of imps - I’d like it to be a bit more challenging, not completely sadistic :-P) and this might be well beyond beginner type stuff but I like a challenge and sometimes getting thrown in the deep end pays off :-D 20 hours ago, Gez said: With ZDoom it's relatively simple to change the list of monsters spawned by a boss shooter. https://zdoom.org/wiki/Classes:BossEye What do you mean by this Gez? Do I just need to open the map in a level editor to make these changes (if so, any recommendations?)? I’m currently using GZDoom as was the first port I found where the website didn’t look completely sketch :-P Sorry again if these are noob questions and not looking for someone to do it for me! Just a push in the right direction :-D Thanks so much again for your help! 0 Quote Share this post Link to post
Gez Posted July 7, 2020 (edited) 1 hour ago, DooM Bear said: What do you mean by this Gez? Do I just need to open the map in a level editor to make these changes (if so, any recommendations?)? No, this is not a change you make in the level. Basically, create a text file, name it DECORATE.txt (that name is important; it has to be named DECORATE if you want it to work). Paste this code in it: Actor CustomBossEye : BossEye replaces BossEye { DropItem "DoomImp" 255 50 DropItem "Demon" 255 40 DropItem "Spectre" 255 30 DropItem "PainElemental" 255 10 DropItem "Cacodemon" 255 30 DropItem "Archvile" 255 2 DropItem "Revenant" 255 10 DropItem "Arachnotron" 255 20 DropItem "Fatso" 255 30 DropItem "HellKnight" 255 24 DropItem "BaronOfHell" 255 10 } From then on, modify it as you want. You can add monsters (insert another line following the same model, just change the monster name), remove them, change the probabilities (the second number column), etc. Or you can make it spawn rocket launchers and medikits, too; why just monsters? See here for a list of actor class names. Just drag-and-drop your DECORATE.txt file to GZDoom and it'll load it, changing how the game plays. Edited July 7, 2020 by Gez 0 Quote Share this post Link to post
DooM Bear Posted July 8, 2020 (edited) Awesome! I’ll give that a shot after work but appears to be exactly what I was looking for :-D Thanks so much Gez! Am guessing that the fourth column numbers are the probability of that monster type spawning (looks like the numbers given by lord Decino :-P - derp just reread your post and realised you said that too :-P) but just out out of curiosity, what does the 255 in the third column control? The speed at which the Icon shoots? Thanks so much again and will follow up with how it went soon! Edited July 8, 2020 by DooM Bear 0 Quote Share this post Link to post
Nootrac4571 Posted July 8, 2020 6 hours ago, DooM Bear said: just out out of curiosity, what does the 255 in the third column control? Nothing, according to the ZDoom wiki: "Like for RandomSpawner, the second optional parameter of DropItem can be used to weigh the list, however the first optional parameter has no effect." https://zdoom.org/wiki/Classes:BossEye https://zdoom.org/wiki/Classes:RandomSpawner 0 Quote Share this post Link to post
DooM Bear Posted July 8, 2020 Thanks so much Gez!!! You are an absolute genius and this worked perfectly!!! Spent all night playing and adjusting the spawn probabilities (having the cyber demons and spider masterminds set at 50 isn’t actually that bad - only played on UV so far but imagine UV-fast would be just as doable :-P) and it was everything I had hoped it would be :-D Circle strafing around the raising platform trying to dodge rockets, copping a peppering in the back from the Spider masterminds super chain gun as you try to shoot rockets into the Icon’s head and just generally having to look around and actually pay attention to which monsters spawn in makes it a whole new level! So much so that I’m actually wondering why Id excluded these monsters from spawning in the first place! Would highly recommended! Thank you so, so much :-D 3 hours ago, Nootrac4571 said: Nothing, according to the ZDoom wiki: "Like for RandomSpawner, the second optional parameter of DropItem can be used to weigh the list, however the first optional parameter has no effect." https://zdoom.org/wiki/Classes:BossEye https://zdoom.org/wiki/Classes:RandomSpawner Huh... thanks for the info Nootrac4571! guess it must be for some unused code or something :-P Might have a play with it for shits and pickles and set it to 0 (am guessing it’s a range from 0 to 255) and increase by 1 each time I play the level just to see if anything weird / cool happens :-) Thanks so much again all! 0 Quote Share this post Link to post
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